游戏⽤户体验报告
游戏⽤户体验报告
篇⼀:在游戏中评估游戏⽤户体验的⽅法
Methodologies for Evaluating Player Experience in Game Play
在游戏中评估游戏⽤户体验的⽅法
Kimberly Chu, Chui Yin Wong, and Chee Weng Khong
Universal Usability and Interaction Design (UUID) SIG, Interface Design Department, Faculty of Creative Multimedia,
Multimedia University, 63100 Cyberjaya, Selangor, Malaysia
Abstract. Player experience constitutes one of the most significant factors in determining the success rate of games. Games
which do not provide enormous ur experience usually will not gain inten interest from players. The concept of player
experience is normally interchanged with concepts such as fun, flow, fulfillment, enjoyment, engagement, satisfaction,
pleasure and playability. In this paper, we reviewed, analyzed and discusd the different attributes and methodologies ud
to evaluate player experience for game play. We concluded the finding in a playability matrix bad on an analysis of
methodologies for evaluating player experience in game play. The matrix was constructed from literature analysis, which
comprid of attributes consisting of qualitative and quantitative, verbal and non-verbal, empirical and non-empirical
methods.
摘要:在决定游戏是否能成功占有市场的问题上,游戏玩家的⽤户体验是最为关键性的因素之⼀。对于那些没有提供极⼤量的
⽤户体验服务的游戏通常都不会引起玩家们⼗分密切的关注。⼀般来说玩家的⽤户体验的概念是很多概念交错的集合,⽐如说
游戏所带给玩家的欢乐感受,使玩家⼼情舒畅,有成就感,有娱乐感,有参与感,有满⾜感,⽆尽的乐趣以及游戏本⾝的可玩
性。在这篇论⽂当中,我们将⼀道回顾,分析并且讨论能够⽤来评估在游戏中的游戏玩家⽤户体验的各种不同的⽅法和其属性
特征。基于对评估在游戏中玩家的⽤户体验的众多⽅法的分析,我们得出可玩性模型的结论。这样的模型采⽤⽂学分析的形式
构建起来,这其中包括数量与质量的分析⽅法,⾔语和⾮⾔语的分析⽅法,经验研究和⾮实证研究的分析⽅法。
Keywords: Player experience, measurement, game play, playability.
关键词:玩家的⽤户体验,测量,游戏体验,可玩性。
1 Introduction
1 简介
In the past decade, game industries have been flourishing
on various platforms from consoles, to personal computers (PC) to mobile devices. The trend is also coupled with enhanced
graphic processing power, advanced ur interfaces and incread complexity in game play. The number of players grows
exponentially due to the incread enjoyability of game play. Therefore, in Human-Computer Interaction (HCI) discipline,
there are a number of rearch contributions, which are related to the methodologies for evaluating player experience for
game play.
在过去的⼗年的当中,游戏产业在各种各样的平台上蓬勃发展起来,从⼩型游戏机到个⼈计算机(PC)再到移动电⼦设备。
这种发展趋势也随着数字图像处理的能⼒的不断提⾼,也在成倍的加快步伐,不断地更新与推进游戏中⽤户使⽤界⾯的图形质
量,增加游戏过程中内容的复杂与多样性。游戏玩家在数量上的增涨,在极⼤的程度上取决于这些游戏的娱乐性的加强。因
此,在⼈与计算机交互(HCI)的这个领域,已
经有数量极为庞⼤的研究报告为⼈机交互的发展做出了⼤量贡献,这些研究报告都是关乎于评估游戏中玩家的⽤户体验的⽅法
的。
The concept of player experience is often interchangeable with other concepts, such as 个人独白 fun, flow, fulfillment, engagement,
satisfaction, pleasure and playability. Player experience does not depend on a particular mode of emotion, but encompass a
wide
variety of emotions that contribute to game player experience. For example, while playing game, players experience fear,
excitement, happiness, alert, anger, relief, pleasure, hope, discouragement, proud, joy, and distress.
游戏玩家的⽤户体验的概念⼀般来说是包含许许多多概念交错的集合,⽐如游戏所带给玩家的欢乐感,让玩家的⼼情舒畅,给
玩家带来的成就感,和愉悦感,参与感,以及满⾜感,还有丰富的乐趣以及游戏本⾝的可读书目标怎么写 玩性。玩家的⽤户体验并不仅仅是只
依靠⼀种特定的⼈类的情感上的模式,⽽是包含了那些种类繁多的⼈们的情感类型,这些情感类型共同组成了游戏中玩家们的
⽤户体验的内容。⽐如说,在玩游戏的过程当中,玩家们能体验那些品种繁多的⼈们的情感如恐惧感,兴奋感,快乐感,警惕
感,愤怒感,安慰感,愉悦感,期待感,挫败感,成就感,⾼兴感和压⼒感。
The different modes of emotions eventually form the elements of gaming experience. In addition, Clanton [3] and Federoff
[6] mentioned three aspects of gaming, interface, mechanics and game play, which highly affected the level of player’s
experience. Nevertheless, the concept of player experience is fairly difficult to distinguish as they em to be as intangible as
they are appealing, which requires hands-on skills and grasping the experience of enjoyment [15, 18]. So far, the concept
itlf ems fragmented, with various
viewpoints, and it has not defined a cohesive integrated framework
[11].Sweetr and Wyeth [16] also highlighted that there was no integrated model on how players evaluate their enjoyment
level in games. Moreover, Bernhaupt [1] addresd there was no general framework on what methods shall be ud to
asss interaction concept on games. As a result, this paper aims to review and analyze the existing methodologies for
evaluating player experie回声作文 nce, particularly on game play.
这些各式各样的⼈类的情感的模式最终便会共同构成玩家们的游戏体验。另外,Clanton3和Federoff
6曾提到过有关游戏⽤户体验的三个⽅⾯,这三个⽅⾯说的内容包括游戏的⽤户界⾯,游戏的运⾏机制和玩家的游戏过程,这
三个⽅⾯在极⼤的程度上影响着游戏玩家的⽤户体验的⽔平。然⽽,要想区分游戏玩家的⽤户体验这个概念是⼗分困难的,由
于玩家的⽤户体验这个概念看上起让⼈⼗分难以捉摸以⾄于它们是如此的吸引⼈去研究,要想弄清这个概念就需要我们拥有亲
⾃动参与游戏体验的技能并能够把握好玩家们在游戏娱乐中的⽤户体验15,18。⾄现在为⽌,从许许多多不同的⾓度来看,
玩家们的⽤户体验这个概念本⾝看上去好像零零散散,并且它任然没有给予⼀个连贯整合框架式的定义11。Sweetr和
Wyeth
16也作出这样的强调,他们表⽰⽬前来说仍然没有⼀个可以⽤
来正确评价玩家们在游戏体验过程中所得到的愉快感的⽔平的完整的模式。除此之外,Bernhaupt还强调,对于如何评价游戏
中互动的概念也没有⼀个总体的框架能为之提供固定的⽅法。总⽽⾔之,这篇论⽂的主要⽬的是回顾和分析当前已经存在的⽤
户体验评估⽅法,尤其是在游戏当中。
2 A Review of Methodologie26个英文字母大小写的规范书写 s for Evaluating Player Experience
2 ⽤户体验评估⽅法回顾
Numerous rearch studies from different domains have been conducted in academia and industries to evaluate player
experience. Csikzentmihalyi [4] introduced the study of “flow”where it defines the optimal experience of enjoyment regardless
of age, gender or social class. On one hand,
rearchers from the usability domain[5, 6, 12] adapted traditional usability methods such as heuristics to evaluate playability
in games. For instance, Malone [11] constructed a list of heuristic guidelines for educational games, but it is bad on
designing enjoyable interfaces rather than player experience itlf. Federoff [6] compiled a list of heuristics by reviewing in
games industry g元宵节要干什么 uidelines and di十大高智商谜语 d a ca study at a game development company. In addition, Desurvire et. al.
[5] created Heuristics Evaluation for Playability(HEP) from
games design literature, HEP results were then cross validated the findings from ur studies. Ur studies act as a
benchmark for game evaluation tools in HEP, whilst Federoff [6] and Malone [11] did not involve any urs in their heuristics
stresd that although certain player issues were determined through HEP;nonetheless, some of the problems could only be
found by direct player and Wyeth [16] mentioned although there were many heuristics studies in literature, however, there is
a need to integrate the heuristics into a validated model to asss player enjoyment for games. As a result, they created
GameFlow and validated through expert evaluators’ point of view. There was still no direct ur involvement in their method.
为了来评估⽤户体验的作⽤,⼤量的来⾃不同领域的研究学习⼯程被我们运⽤到学术界和⼯业界之中去。Csikzentmihalyi4引
⼊了对“流动玩家”的研究,也就是抛开年龄,性别或等级的束缚来定义的最佳的游戏乐趣体验。在⼀⽅⾯,可⽤性研究领域
5,6,12⾥的研究⼈员将如启发式的试探这样的传统的评估可⽤性的⽅法⽤于在游戏中评估游戏的可玩性。例如,Mslone11
曾经列出了⼀份对⼀些有教育意义的游戏的启发性指导⽅针的列表,但是它是基于有趣的⽤户界⾯的设计⽽不是游戏玩家的⽤
户体验本⾝。Federoff6通过反复学习研究游戏产业中具有指导⽅针意义的⽂献编写出了⼀份新的启发性指导列表,并且在⼀
个游戏开发公司做了⼀个个案研究。除此之
外,Desurvire et. 通过结合许多游戏的设计⽂献创造了可玩性的启发式评价(HEP)的⽅法,可玩性的启发式评价⽅法的产⽣
随后通过对⽤户的研究发现得到了全⾯的证明。在可玩性的启发式评价中⽤户的研究表现为游戏评估⼯具中的⼀项基准,然
⽽,Federoff6和Malone11在他们那些启发式研究中并没有涉及到任何⽤户。Desurvire强调说,虽然通过实⽤可玩性的启发式
评价⽅法可以确定某些玩家的问题所在,但是,⼀些问题却只能通过直接观察玩家得以发现。Sweetr和Wyeth16提到过尽
管在⽂献中有很多启发性的研究,但是,研究⼈员仍然需要将这些启发性的研究整合到已经经过验证的模型之中去,才能够去
评价游戏当中玩家的享受程度。
On the other hand, rearchers in the physiological design domain of Human Computer Interaction (HCI) employ
physiological metrics for ur evaluation and optimizing relationship between human and technological systems.
Mandryk[13] conducted a study of continuous emotion in games bad on physiological respons such as Galvanic Skin
Respon (GSR), electrocardiography (EKG), and electromyography of face (EMG smiling and EMG frowning). Heart rate
(HR) was computed from the EKG signal. The author compared the modeled emotion fromurs and reported subjective
evaluation on a 5-point likert scale. Affect Grid was adapted as part of their modeled emotion. However, other perspectives
have en limited success
in adopting physiology to indentify emotional states [2]. In addition, Zaman and Smith[19] prented studies to measure fun
through FaceReader, where it distinguished six emotional states. They compared the results of FaceReader with other
sources such as ur questionnaires and rearcher’s loggings. He found that ur questionnaire did not provide precision
as it reflected more on the content of the application or the outcome of the task (successful or not) rather than fun or
enjoyment. Sykes and Brown [17] investigated a player’s state of arousal, relating to the pressure to press buttons on a
gamepad. The results indicated that it was possible to determine game player’s arousal by the pressure they ud二月七号是什么星座 when
controlling the gamepad. However, there was no measure of emotional valence for game players in this study. Hazlett [7]
ud facial electromyography (EMG) as a measure for positive and negative emotional valence. On one hand, facial EMG is
limited to
only positive and negative result as the method was not able to recognize discrete emotions. Urs are interviewed on which
factors that were positive and negative to them bad on the events of the , by using various physiological methods, they
need to ensure participants had no qualms being attached with
wires and connectors, or el it would appear to intrude participants emotionally, thus affecting the final result. Recent
developments on questionnaire have included dimensions such as tension, frustration or negative affect. Ijsslsteijn et. al.
[9] suggested using Games Experience Questionnaire (GEQ) as a qualitative questionnaire to understand player experience
in games after the game play ssion.
在另⼀⽅⾯,从事⼈与计算机互动(HCI)⼼理设计领域的研究⼈员通过运⽤⼼理度量指标来作⽤户⽅⾯的评估以及优化⼈类
和技术系统之间的关系。Mandryk13根据基于⽣理反应的研究,如⽪肤电反应(GSR),⼼电图扫描法(EKG),和⾯部肌
电描记法(⾯部肌电描记法中的笑容表情和⾯部肌电描计法中的皱眉表情)对正在游戏中的玩家持续的情感做了⼀系列实验研
究。肌电描记法发出的信号会将测试者的⼼率(HR)输⼊到电脑中去。随后,研究者对⽐了不同的⽤户和情感模型,并利⽤
5点式利开特量测量表作出主观评价的报告。这份情感表将会作为情感模型的⼀部分。然⽽,就其他⽅⾯来看,采⽤⼼理学⽅
法来确定感情状态2的⼏乎没有成功过的。另外,Zaman和Smith19发表了许多关于通过解读⾯部表情来测量愉快感程度的研
究,从⽽能够区别出六种情感状态。他们将解读⾯部表情的结果同其他的资源进⾏⽐较,⽐如许许多多的⽤户问卷调查和许多
研究⼈员的记录。他发现⽤户调查问卷并没有提供很精确的结果,这是因为它反应的更多的是这些应⽤程序在内容上的问题或
者仅仅只反应了这个任务的
结果(是成功了还是没有成功),⽽不是反应情感上的愉悦程度和享受程度。Sykes和Brown17从玩家受到的应激的状态⽅⾯
着⼿调查研究,这种状态和玩家按下游戏操纵器上的按钮时感到的压⼒有关系。这些研究结果表明,在玩家控制游戏操纵设备
时受到的压⼒可能会决定他在游戏中受到的应激的效果。然⽽,在这个研究中并没有可以测量游戏玩家们情感的度量标准。
Hazlett7使⽤了⾯部⽤的肌电描记法(EMG)作为测量玩家积极和消极的情感指数的⽅法。在⼀⽅⾯,⾯部⽤的肌电描记法仅
仅只限于测量积极和消极的情感,这是由于这种⽅法还不能识别许多没有相互联系的情感。研究⼈员会基于许多的游戏事件来
询问⽤户们哪些情况是积极的哪些是消极的。即使如此,为了实⽤各种各样的⼼理测试⽅法,他们必须要确保所有参与者都已
经打消了对于将被连接电线和连接器的顾虑和不安,否则,这样的⼀些情绪会参与者的⼼理产⽣⼲扰,将会对实验的最终结果
造成影响。最近的⽤户问卷调查⽅⾯的进展包括多维情感,如紧张感,挫败感或消极的情感。Ijsslsteijn 暗⽰过通过使⽤⽤
户的游戏体验调查问卷GEQ来作⼀份有质量的调查问卷,通过这样的调查问卷在游戏时间之后来理解在游戏中的玩家的⽤户
体验。
3 Analysis of Methodologies
3 ⽅法分析
Bad on literature reviews, we categorize the methodologies for player experience into three categories, general rearch
methods (qualitative versus quantitative),
instruments for measuring emotions (verbal versus non-verbal), and measurements for pleasurable design products
(empirical versus non-empirical). Table 1 shows the three main evaluation categories for evaluating player experience in
game play.
根据对⽂献的反复学习,我们将分析⽤户体验的⽅法分成三种,即概括型研究⽅法(质量相对于数量),测量情感的⼯具的⽅
法(⾔语相对于⾮⾔语),以及所设计产品带来的愉悦程度的测量(经验研究和⾮实证研究)。图表1表明了游戏中⽤来评估
玩家的⽤户体验的三种主要的评估类型。
General Rearch Methods: Qualitative vs. Quantitative 概括性研究⽅法:质量的测量⽅法与数量的测量⽅法
Qualitative rearch concentrates on exploring and understanding ur’s perceptions and interactions. Generally this
rearch approach generates non-numerical data where it documents the experience of players. On the other hand,
quantitative rearch produces numerical data or data that can be converted into numbers[14]. The qualitative manner allows
the evaluator to write down their experiences during game play, and quantitative method provides the statistics to show how
interested there are. As for verbal and non verbal diagnostics, not every player shows their emotions or talk freely during
game play. During game play, players have difficulty to concentrate
and talk about their experience at the same time. Therefore, both methods should be adopted to get a more objective and
thorough analysis for evaluation.
质量⽅⾯的研究主要集中于探索和了解⽤户的许多感知⽅⾯及许多互动⽅⾯的⾏为上。从总体上来说,这种研究⽅法将会得出
没有数字的数据,这些数据记载着玩家的⽤户体验。在另⼀⽅⾯,数量上的研究则会得出数字型的数据,或者产⽣的数据可以
被转化为数字14。这种质量⽅⾯的研究⽅法允许评估员在游戏过程中记下他们的体验感受,⽽数量⽅⾯的研究⽅法则会展现
出数字上的数据,通过这些数据可以证明玩家的兴趣的⼤⼩。⽽对于⾔语和⾮⾔语类的测量⽅法,并不是每⼀位游戏玩家都会
在游戏过程中显露出⾃⼰的情感或着随意的进⾏交流。另外,在游戏过程中,玩家们也很难在玩游戏的同时专注地谈论他们此
时的感受。因此,这两种⽅法都应该被使⽤,从⽽能够获得⼀些更加客观与全⾯的评估分析。
Instruments for Measuring Emotions: Verbal vs. Non-verbal ⽤来测量情感的⼯具:⾔语测量⽅法与⾮⾔语测量⽅法
Hirschman [8] states that rearchers prefer to develop their own approaches to measure emotion.
A distinction is made between non verbal (objective) and verbal (subjective) instruments. Non verbal measures the
expressive or the physiological element of experience emotion evaluated by facial or vocal expressions while verbal
instruments asss the subjective feeling component of emotion evaluated through lf report, rating scales and verbal
protocols [19].
Hirschman8提到研究⼈员都喜欢创造属于他们⾃⼰的⽅式途径来测量⽤户的情感。⾮⾔语⼯具(⼀种客观的⼯具)和⾔语⼯
具(⼀种主观的⼯具)之间存在着⼀个区别。⾮⾔语测量⽅法通过对⾯部的或者语⾔上的评估来测量⽤户⼼理上的或者⽣理上
的体验,⽽与此同时,⾔语测量⽅法通过⾃我体验报告,等级定量表和⼝头报告来评估情感上的的主观感情⽅⾯因素19。
Measurements for Pleasurable Design Products: Empirical vs. Nonempirical
设计产品愉悦程度的测量⽅法:以观察或实验为依据的测量⽅法与不是以观察或实验为依据的测量⽅法
In designing pleasurable products, Jordan [10] highlighted two methods to measure the relation of understanding people,
products and evaluating design concepts, that is (i) non-empirical, which requires no participant involvement, and (ii)
empirical, which involves ur engagement in the design process. Both empirical and non-empirical methods are important
when it involves players during the game play, especially at the final evaluation stage. However, the non-empirical method is
also crucial, particularly at the
beginning of creating or designing game play, as experts are able to provide greater deal of feedback for further game play
development.
在设计那些⽤来娱乐的产品的时候,Jordan10强调了两种⽅法来测量理解⼈,产品以及评估设计理念之间的关系,这两种⽅
法是:(i)不是以观察或实验为依据的测量⽅法,这种⽅法不要求参与者的参与,
篇⼆:⽤户体验报告格式
⽹站⽤户体验报告模板
⽤户体验有四个重要因素:
1. 品牌
2. 可⽤性
3. 功能性
4. 内容
这些因素不是独⽴的,如果独⽴来说,他们哪个也不能叫⽤户体验,他们是相关联的。⼀
个成功的⽹站,离不开这4个因素。我们这次的⽤户的问卷调查的有效样本为20个,从客观上来说数量偏少,问卷的内容设计
上有⼀些问题,希望下次进⾏的时候,我们能采集多⼀些的有效样本,进⾏⼀些焦点访谈、
深度访谈等⽅法建⽴有效的⽤户模型,使我们可以了解客户的需求,推出⼀些新的推⼴模式,
使我们的⽹上学习平台有较好的可⽤性。在后⾯的数据分析中我尽量做到以下⼏点: 1.尽可
能的去除个⼈的主观偏好。
2.有效的利⽤我们的调查样本。
3.提供⼀个对他们⽹站的优缺点事实依据,视觉上的展⽰。分析分成四部分,每个⽤户体验元素为⼀个部分。对每个元素我们
创建⼀系列的描述和
参数,有针对性的考查⽹站。每个描述分类1-4级别,我们在这个范围内给每个描述打分,
等到完成了第⼀部分的分析,给四个部分的描述分别打分。在每个元素中⽤了4参数,我们
设25⼀个档,最⼤分值为100。
⼀、品牌
⽤户对⽹站品牌的认同和号召性,及对于品牌维护的相关⽅⾯。⽤来衡量⽹站品牌的描
述包括:
1.⽤户对开设⾯授辅导班的认同性
2.⾯授和⽹上相结合的认同性1
3.⽤户对我们客服的满意度
4.⽤户对经销商的满意度品牌的总体得分:79
⼆、可⽤性
可⽤性包括⼀般意义上的对所有⽹站的内容和特点的易⽤性。
他们包括:
1. ⽤户打开⽹站的速度感。
2. ⽤户对⽹站整体稳定感。
4. 付费⽅式的便捷性。
2可⽤性的总体得分:63
三、功能性
功能性包括所有的技术上的及屏幕之后的流程及应⽤,这⾥我们主要⽤来表达课件的功
能和交互。⽤来衡量功能性的描述包括。
1.⽤户对讲解⽼师的认同感。
2.⽤户对课件的交互形式的满意度。
3.⽤户对课件中⽼师头像的必要性。
4.⽤户对于经销商的满意度。 3功能性的总体得分:81
四、内容
内容指⽤户进⼊⽹站对实际内容,⽂本,图⽚,多媒体等关注,以及其结构。
1. ⾸我的玩具作文 页经常浏览的版块。
2. ⽤户对⽹站论坛的使⽤情况。
3. 在⽹站寻找⽤户资料的情况。
4. ⽤户对付费⽅式的认同性。 4内容的总体得分:45
通过上⾯的数据分析,利⽤蜘蛛图输出结果从中可以看出⽹站在⽤户体验⽅⾯的不⾜,有利于⽹站的改进,希望⽹站引⼊以⽤
户为
中⼼的开发流程,更好的服务于⽤户。 5篇⼆:⽤户体验报告(模板)成都盛世宝典科技有限公司——盛世智都平台⽤户体验报
告
⼀、概要
测试以下板块
1、平台登陆页⾯
2、逛成都(智都购物,⼚家直销,综合卖场,开⼼⽣活,景区浏览,家园装饰,瞭望四
川,黄页搜索,地图搜索,游戏娱乐)
3、⽤户个⼈中⼼(商城管理,平台管理,个⼈信息)
⼆、测试内容
三、总结篇三:xxxx⽹⽤户体验问卷调查分析报告 xxxx⽹⽤户体验问卷调查分析报告
⼀、调查背景及⽬的本次问卷调查主要为了更好的了解公司内部员⼯对⾦⿍智富⽹站及其功能服务的满意度
评价,以便继续有针对性地完善⽹站的各项功能,不断提升⽹站服务质量和⽤户体验,确定
门户⽹站还有待改进的各项因素。调查采⽤excel问卷形式,共63位公司总部及营业部员⼯
参与了此次问卷调查,根据收集的问卷情况统计分析得出以下结论。⼆、调查结果说明
1、参与调查者构成
2、单项问题分析
(1)您对西部证券“⾦⿍智富”⽹总体印象如何?
(2)您是否经常关注本⽹站,您访问⽹站的频率是?
(3)您登录本⽹站常⽤的功能是?
(4)您认为⾦⿍智富⽹站的浏览速度如何?
(5)您认为⽹站⾸页设计风格如何?
(6)您认为⽹站现在的布局是否合理?
(7)您对⽹站哪⽅⾯最不满意?
(8)您觉得⽹站的栏⽬内容更新?
(9)选出您最满意的⽹站栏⽬?
(10)您是否喜欢⽹站现有的功能实现,是否便于使⽤?
(11)您希望⽹站⾸页风格今后向哪个⽅向发展?篇四:yy ⽤户体验报告书 xxxx报告书(⼰调标题名称,记住三号字体和加
⿊居中)
感谢各位上司对此份报告书的关注和阅读,这⾥按公司的要求对xxxx(⾃⼰把⽬标项⽬
加⼊。。。我只记得yy和试玩了别的忘记了。。。。)进⾏了相关的体验和调研,做出了这份报告
书,下⾯内容分部对公司的各项要求内容进⾏叙述和吧报告。yy语⾳系统的⽤户端感想和其推⼴⽅式yy是多玩娱乐开发的⼀种
⽅便多⽤户⽹络在线语⾳聊天的通讯软件平台,其⽬前在国内有最⼤的⽤户⼈群,这和它的适合⽤户需求以及⽤户福利政策市
脱离不了关系的!以下笔者
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